Villager has no problem killing.
1. Dsmash -> Usmash
Comes out quick. Punishing rolls will be it's best usage, but you can still try to catch people with it. Similar to ZSS' Dsmash, but better, since it hits both sides, and you don't have to charge it to be efficient. The higher the percent of the opponent, the longer he stays in the ground, so this becomes a true combo at mid percents. The reason Usmash is chosen to follow is because moves that put you in the ground reduce the knowckback and damage done on those in the ground. Usmash being a multi hit move, the hit that kills (the last) is not affected. You get better chances of killing as opposed to doing, for example, a Fsmash.
Oh, and it's a really funny move, too, since Villager players are all psychopaths; when it hits, both you and the other player know they're dead, even if you only kill them several seconds later.
2. Usmash
Mainly coupled with Dsmash. You can also get people standing on platforms above you. There's an advanced technique that lets you dash a little while performing the samsh, too. So while it's not as versatile as Fox's, you can get nice things out of it. You can find an explanation on how to do it
here.
3. Fsmash
If you can get a read, this kills super early. The range is bad, but it is incredibly powerful. It's also amazing to punish low recoveries, and there's usually no coming back from getting hit by it.
4. Dtilt
Has amazing range. It kills a little later than most of his other moves, but it's always an option to keep in mind.
5. Utilt
Tilts in general are just weaker smashes that you can't charge. This one is like the Usmash, but with less knockback/damage/range. It does come out faster, though, so it can kill at really high percent.
6. Uair
If you can land it, the opponent is high enough, and you get the triple turnip, it kills. It's situational but safe, so you don't lose anything by going for it.
NOTE: Just be wary of air dodges. You can bait the air dodge and Uair a little later, or hope they don't air dodge at all. The move lasts pretty long (as long as the turnips are out), so it's not as hard to hit with it as it it with other characters' Uairs.
7. Dair
Same as Uair. It spikes hard, but it's also somewhat of a gamble. If the opponent still has jumps, this is preferred over Nair as a gimping tool.
8. Nair
With practice, it's fearly easy to get a couple of Nairs on someone trying to recover. It's usually best to go for it when they have no jumps left, and you can kill surprisingly early with a Nair string.
9. Fair
If the opponent recovers high and is past the ledge, this can kill. It's generally stale because you should always abuse it, but it has great killing power. The closer to villager, the better.
10. Bair
Same as Fair, but more powerful, and usually less stale. This is the one you should try to go for instead of Fair if you have the possibility to. The range is also pretty good; it's just a great move in general.
11. Pocket
The pocket becomes a great kill move versus Lucario (Aura Sphere), Samus (Charge Shot), Robin (Thoron), Duck Hunt (Can), other Villagers (you can pocket their tree), Ness (just steal their PK Thunder as they recover), Wario (if you steal his Bike he won't be able to recover horizontaly), Pacman (Key and Hydrant mainly, but also Apple, Lemon or Orange. The Bell won't kill, but you can use it to stun and work up from there.), Pikachu (Thunder), and certain characters whose smash can be stolen, like Megaman. Also, since the pocketed projectiles deal more damage than the originals (1,5x), it's a very good kill move. There's trickier things you can do, like pocketing Zero Suit's fully charged Paralyzing Shot. While not a kill move itself, it can set-up nicely into one.
12. Lloid
If ridden, can kill at higher percents. It's generally not safe, but if you can surprise them by recovering that way, say once in a set, it can catch them off guard and kill.
13. Tree
Probably the move that kills the earliest. Both its growth and fall kill, and have huge hitboxes. The opponent will usually respect the tree and not go anywhere near it; or at least that's what they should do. But a well placed tree (quickly planting and cutting one near the ledge on a recovering opponent, for example) can be deadly. And as soon as they let their guard down and approach a tree that has been cut once, or a sapling, you have a chance to kill. It's great for mindgames anyway and basic stage control, so you should always have one planted somewhere.
14. Axe
If you have a tree up, the axe itself can kill. The knockback is nice, but the range is bad, so use it carefully.
15. Bthrow
While not as good as Ness', Villager's Bthrow can kill at mild/high percents if you can get one near the ledge. Its his only throw that kills though, and it has a huge ending lag if you miss it, but if you think you can get a clean one, it kills, so go for it.
That's about all I can think of. Almost anything can kill with Villager, really. And not at ridiculous percent, you can actually get pretty early kills with any of its moves. You simply have to use the right moves at the right moment, so defenitely knowing the character by heart is a must. And a lot of his moves have ending lag (not as bad as his Bthrow, but still), so you should not be throwing random kill moves everywhere. Simply zone out, and if you see an oppening go for the kill.
I know most of these have already been mentionned in the thread, but I wanted to compile them and give my personnal opinion on each of them.
But yeah, he's not called Killager for nothing.